EP0940162B1 - Game machine, operating unit for game machine, game system, and two-way communication method for game machine - Google Patents
Game machine, operating unit for game machine, game system, and two-way communication method for game machine Download PDFInfo
- Publication number
- EP0940162B1 EP0940162B1 EP98938961A EP98938961A EP0940162B1 EP 0940162 B1 EP0940162 B1 EP 0940162B1 EP 98938961 A EP98938961 A EP 98938961A EP 98938961 A EP98938961 A EP 98938961A EP 0940162 B1 EP0940162 B1 EP 0940162B1
- Authority
- EP
- European Patent Office
- Prior art keywords
- game machine
- manipulation device
- game
- machine manipulation
- response means
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Expired - Lifetime
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/22—Setup operations, e.g. calibration, key configuration or button assignment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
- A63F13/285—Generating tactile feedback signals via the game input device, e.g. force feedback
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/77—Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1018—Calibration; Key and button assignment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1025—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1037—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted for converting control signals received from the game device into a haptic signal, e.g. using force feedback
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/302—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device specially adapted for receiving control signals not targeted to a display device or game input means, e.g. vibrating driver's seat, scent dispenser
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/552—Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
Definitions
- the present invention relates to a game apparatus, a game machine manipulation device, a game system, and an interactive communication method for a game apparatus, for example, which are suitably applied for the case in which either of various game machine manipulation devices is connected to a game apparatus so as to produce an appropriate presence in response to a particular signal from a game machine main body for reproducing a video recording medium.
- a game machine main body 27 contains a CD-ROM driver having a function of reproducing a CD-ROM, which is a video recording medium.
- the game machine main body 27 has, on a top surface thereof, a lid member 28 which is closed after a CD-ROM is accommodated; an open/close switch 29 for opening and closing the lid member 28; a power supply switch 30 for supplying electric power; a reset switch 31 for returning the operation of the game machine main body 27 to an initial state; and a connection port 32 capable of connecting two manipulation devices.
- connection port 32 Connecting a connector 20 of a game machine manipulation device CT1 to this connection port 32 makes it possible to perform interactive communications between the manipulation device CT1 and the game machine main body 27A.
- the game machine manipulation device CT1 is formed in the shape of eyeglasses, and has a housing body composed of an upper case 2 and a lower case 3 which can be separated.
- This housing body is formed at both longitudinal ends with first and second manipulation supports 4, 5 which outwardly protrude just like horns so that a user can grip them with both hands for supporting.
- a start select unit 6 including switches is provided for use in starting a game, selecting one from games, and so on.
- first and second manipulation units 7, 8 are formed in a circular shape at horizontally symmetric positions on both sides of the housing body and a plurality of switches are arranged in substantially a central portion of each of the manipulation units 7, 8.
- third and fourth manipulation units 9, 10 each comprising a plurality of switches, which allows the user to manipulate mainly with the index finger and middle finger, are disposed at horizontally symmetric positions on side wall surfaces in front portions of the housing body.
- the start select unit 6 is a group of switches which include a start switch 11 and a select switch 12, both positioned between the first manipulation unit 7 and the second manipulation unit 8.
- the select switch 12 is provided for selecting the degree of difficulty or the like, for example, when a game is started, while the start switch 11 is a switch for actually starting the game.
- the first manipulation unit 7 is structured to have a concavity 13 corresponding to a concave portion formed substantially in a cross shape in a central portion of the circular first manipulation unit 7, which was an end portion of the housing body, and windows 15 formed in the concavity 13 to make four key tops 14a, 14b, 14c, 14d extend therethrough from the inside to the outside.
- the windows 15 are positioned in conformity with the concavity 13 substantially in a cross shape, such that the heads of the four key tops 14a, 14b, 14c, 14d face each other in four directions.
- the second manipulation unit 8 is formed with a concavity 16 corresponding to a concave portion formed substantially in a cross shape in a central portion of the circular second manipulation unit 8. Also, the second manipulation unit 8 has four cylinders 17 at upper, lower, left and right positions, respectively, of the cross-shaped concavity 16, each having an opening of a size that allows each of cylindrical key tops 16a, 16b, 16c, 16d to extend therethrough from the inside to the outside.
- the four top keys 16a, 16b, 16c, 16d have readily viewable recognition symbols on their top surfaces, for example, symbols (marks) representative of functions such as ⁇ , ⁇ , ⁇ , ⁇ or the like to allow the user to readily identify the functions of the respective switches. Also, these key tops 16a, 16b, 16c, 16d and the cylinders 17 are formed with unique protrusions or cut-outs at respective lower end portions thereof such that the key tops cannot be inserted into different cylinders 17 when assembly.
- the third and fourth manipulation units 9, 10 are formed to protrude from the wall surfaces of front portions of the first and second manipulation units 7, 8.
- the third and fourth manipulation units 9, 10 include openings 18 which are two lines of two slits formed through the protruding wall surfaces in parallel, one above the other, and operation support manipulation . switches formed by protruding elongated key tops 19a, 19b, 19c, 19d, which substantially fit into the openings 18, from the inside to the outside.
- the game machine manipulation device CT1 having the structure as mentioned above is connected to the game machine main body 27, described above with reference to Fig. 1, with a predetermined connector 20. Further, the game machine main body 27 is connected to a monitor such as a television receiver or the like. In general, the user holds the manipulation device with both hands, manipulates manipulation buttons in the first to fourth manipulation units 7, 8, 9, 10 with fingers of both hands to instruct movements of an operation target such as a character or the like on the monitor screen for playing a game.
- the game machine manipulation device CT1 having the structure as described above, is adapted to allow the user to manipulate the groups of buttons in the first to fourth manipulation units with fingers to instruct an operation target of a game to move on the screen of a monitor, thus advancing the game.
- the user experiences bodily sensation of how the game is advancing, only with visual sense obtained by viewing characters on the monitor screen and with acoustic sense obtained by listening to sounds generated from a speaker of the monitor.
- Embodiments of the present invention have been made in view of the problems mentioned above, and is intended to propose a game apparatus, a game machine manipulation device, a game system, and an interactive communication method for a game apparatus, which are capable of performing an optimal control, when any of various game machine manipulation devices having a variety of functions is connected to the game machine main body, by recognizing functions available from the connected game machine manipulation device by the game machine main body.
- a game machine manipulation device has storing means for storing predetermined function information so as to transmit the function information to a game apparatus in response to an information request command from the game apparatus, while a game apparatus retrieves the function information possessed by the game machine manipulation device, selects predetermined function information from retrieved function information to be set to the game machine manipulation device, thereby making it possible to perform an optimal control for the game machine manipulation device connected to the game apparatus.
- the game machine manipulation device has storing means for storing power consumption information of the response means so as to transmit the power consumption to the game apparatus in response to a information request command from the game apparatus, and moreover, the game apparatus transmits response means control data to the game machine manipulation device based on the power consumption information for the response means of the game machine manipulation device, thereby making it possible to perform an optimal control for the response means of the game machine manipulation device connected to the game apparatus.
- a game system GS has a game machine main body 27; a game machine manipulation device (controller) CT10 for setting the contents of a game and inputting instructions according to the progress of the game to the game machine main body 27; and a monitor 33 for visually displaying how the game goes on.
- controller controller
- the game machine main body 27 contains a CD-ROM driver having a function of reproducing a CD-ROM, which is a video recording medium.
- the top surface of the game machine main body 27 is provided with a lid member 28 for closing after a CD-ROM is accommodated; an open/close switch 29 for opening and closing the lid member 28; a power supply switch 30 for supplying electric power; a reset switch 31 for returning the operation of the game machine main body 27 to an initial state; and a connection port 32 capable of connecting two manipulation devices.
- Connecting a connector 20 of the game machine manipulation device CT10 to this connection port 32 makes it possible to perform interactive communications between . the manipulation device CT10 and the game machine main body 27.
- the game machine manipulation device CT10 is formed in the shape of eyeglasses, and has a housing body composed of an upper case 2 and a lower case 3 which can be separated. Both longitudinal ends of this housing body is provided with first and second manipulation supports 4, 5 which outwardly protrude just like horns so that the user can grip them with both hands for supporting.
- a start select unit 6 including switches is provided for use in starting a game, selecting one from games, and so on.
- first and second manipulation units 7, 8 are formed in a circular shape at horizontally symmetric positions on both sides of the housing body, and a plurality of switches are arranged in substantially a central portion of each of the manipulation units 7, 8.
- third and fourth manipulation units 9, 10 each comprising a plurality of switches, which allows the user to manipulate mainly with the index finger and middle finger, are disposed at horizontally symmetric positions on side wall surfaces in the front of the housing body.
- the start select unit 6 is as a group of switches which include a start switch 11 and a select switch 12, both positioned between the first manipulation unit 7 and the second manipulation unit 8.
- the select switch 12 is provided for selecting the degree of difficulty or the like, for example, when starting a game, while the start switch 11 is a switch for actually starting the game.
- the first manipulation unit 7 is structured to have a concavity 13 corresponding to a concave portion formed substantially in a cross shape in a central portion of the circular first manipulation unit 7, which was an end portion of the housing body, and windows 15 formed in the concavity 13 for four key tops 14a, 14b, 14c, 14d to extend therethrough from the inside to the outside.
- the windows 15 are positioned in conformity with the concavity 13 substantially in a cross shape, such that the heads of the four key tops 14a, 14b, 14c, 14d face each other in four directions.
- the second manipulation unit 8 is provided with a concavity 16 corresponding to a concave portion substantially in a cross shape in a central portion of the circular second manipulation unit 8. Also, the second manipulation unit 8 has four cylinders 17 at upper, lower, left and right positions, respectively, of the cross-shaped concavity 16, each having an opening of a size that allows each of cylindrical key tops 16a, 16b, 16c, 16d to extend therethrough from the inside to the outside.
- the four top keys 16a, 16b, 16c, 16d have readily viewable recognition symbols on their top surfaces, for example, symbols (marks) representative of functions such as ⁇ , ⁇ , ⁇ , ⁇ or the like so as to allow the user to readily identify the functions of the respective switches. Also, these key tops 16a, 16b, 16c, 16d and the cylinders 17 are formed with unique protrusions or cut-outs in lower end portions thereof such that the key tops cannot be inserted into different cylinders 17 when assembly.
- the third and fourth manipulation units 9, 10 are formed to protrude from the wall surfaces of the front of the first and second manipulation units 7, 8.
- the third and fourth manipulation units 9, 10 include openings 18 which are two lines of two slits formed through the protruding wall surfaces in parallel, one above the other, and operation support manipulation switches formed by protruding therethrough elongated key tops 19a, 19b, 19c, 19d, which substantially fit into the openings 18, from the inside to the outside.
- the game machine manipulation device CT10 having the structure as mentioned above is connected to the game machine main body 27, described above in connection with Fig. 3, with a predetermined connector 20. Further, the game machine main body 27 is connected to a monitor 33 such as a television receiver or the like. In general, the user holds the manipulation device with both hands, manipulates manipulation buttons of the first to fourth manipulation units 7, 8, 9, 10 with fingers of both hands to instruct movements of an operation target such as a character or the like on the monitor screen for playing a game.
- the game machine manipulation device CT10 illustrated in Fig. 4 has response means 21 and 51 each in a predetermined space inside the housing body.
- the response means 21 is disposed on a response means positioning place 22 into a first manipulation support 4 of the lower case 3.
- the response means 21 comprises a motor 24, and a cylindrical rotator 26 mounted to the rotating shaft 25 of the motor 24 at a position deviated from the center thereof, i.e., at an eccentric position. With this manner of mounting, as the motor 24 is rotated, the rotator 26 eccentrically rotates to generate vibrations.
- the vibrations vibrate not only the first manipulation support 4 but also the housing comprising the lower case 3 and the upper case 2 to vibrate the entire manipulation device, as illustrated in Fig. 6. In this way, dynamic bodily sensation can be given to the user who is manipulating the game machine manipulation device CT10.
- the vibrations generated by the eccentric rotation of the rotator 26 can be arbitrarily varied by adjusting the rotating speed and torque of the motor 24, thereby changing the magnitude of the response means 21.
- the response means 51 is disposed on a response means positioning place 52 into the second manipulation support 5 of the lower case 3.
- This response means 51 has a vibrator 53 for linearly reciprocal movements. More specifically, as illustrated in Fig. 7, the response means 51 has a weight 63 fixed substantially at the center of an cylindrical coil bobbin 57 to form the vibrator 53, and also has a stator 54 composed of two magnetic materials 55, 56 for reciprocally vibrating the vibrator 53 in the axial direction of the coil bobbin 57.
- Both ends of the coil bobbin are wound with conductive wires in opposite directions to each other to form a first coil 58 and a second coil 59.
- the coil bobbin 57 thus provided with the coils 58 and 59 at the right and left ends thereof has both ends loosely fitted in loose fit holes 55E and 56E, respectively, which are formed in the magnetic materials 55 and 56, respectively.
- the suspender 60 comprising the support member 61 and a leaf spring 62 keeps a state capable of performing reciprocal movements.
- Fig. 8 illustrates a cross-section of the response . means 51.
- the two magnetic materials 55 and 56 forming the stator 54 each has the outer appearance substantially in a cylindrical shape.
- Cylindrical magnetic poles (S poles) 55A and 56A are protrusively formed along the central axial lines of the magnetic materials 55 and 56, respectively.
- the magnetic materials 55 and 56 are connected by fixedly inserting a core 64 between the magnetic poles 55A and 56A.
- a member for connecting the magnetic materials 55 and 56 is not limited to the core 64, but any non-magnetic resin member may be used instead.
- N poles 55B and 56B are formed opposite to the peripheral surface of the respective magnetic poles 55A and 55B with a predetermined spacing therebetween. Therefore, in the magnetic material 55, a magnetic flux density B exists in a gap (the loose fit hole 55E) between the magnetic pole 55A and the magnetic pole 55B, while in the magnetic material 56, the magnetic flux density B exists in a gap (the loose fit hole 56E) between the magnetic pole 56A and the magnetic pole 56B.
- One end of the coil bobbin 57 which forms part of the vibrator 53, is loosely fitted in the loose fit hole 55E of the magnetic material 55, wherein the coil 58 wound around the end portion is positioned across the magnetic flux.
- the other end of the coil bobbin 57 which forms part of the vibrator 53, is loosely fitted in the loose fit hole 56E of the magnetic material 56, wherein the coil 59 wound around the other end is positioned across the magnetic flux.
- an initial state of the vibrator 53 is such that its end at which the coil 58 is formed shift in the left direction so as to abut on the magnetic material 55, as illustrated in Fig. 9A.
- the coil 58 is applied with a driving current I 58 , for example as illustrated in Fig. 10A
- the coil 59 is applied with a driving current I 59 as illustrated in Fig. 10B
- the driving current I 59 flows through the coil 59 as illustrated in Fig. 10B, while the driving current I 58 does not flow through the coil 58 as illustrated in Fig. 10A.
- the coil 59 is therefore applied with a force -F because the coils 58 and 59 are wound in opposite directions to each other.
- the vibrator 53 moves to the left (i.e., toward the magnetic material 55), thus returning to the initial state illustrated in Fig. 9A.
- the driving currents I 58 and I 59 are alternately conducted to be applied to the coil 58 and 59 in a similar manner, thereby causing the vibrator 53 to reciprocally move, that is, vibrate between the magnetic materials 55 and 56.
- changing the periods of the driving currents I 58 and I 59 can change the vibrating frequency of the vibrator 53. Also, changing the current values of the driving currents I 58 and I 59 can change the force F (that is, acceleration) applied to the vibrator 53.
- the waveforms of the driving currents I 58 and I 59 applied respectively to the coils 58 and 59 are changed in an analog manner as illustrated in Figs. 11A and 11B. Specifically, for each of the driving current I 58 and I 59 , each period T in which the driving currents I 58 and I 59 are conducted is further segmented into sub-periods, and a different current value is set for each sub-period. Then, these current values are transferred as packet data from the game machine main body 27 to the game machine manipulation device CT10, thereby allowing the vibrator 53 of the response means 51 to generate vibrations which have gradually increasing acceleration. In this way, it is possible to make the response means 51 generate a variety of vibrations having different magnitudes, amplitudes, vibration frequencies and so on.
- a variety of values can be set to current value data transferred to the game machine manipulation device CT10 as the packet data, depending on the degree of impact applied to an operation target in a game under progress in the game machine main body 27.
- the number of current value data allocated in one packet can be set to any of various values.
- large current values may be alternately applied to the coils 58 and 59 only for short time periods to generate large vibrations such as impacts in the game machine manipulation device CT10, for example, in a scene where an operation target is applied with a large impact.
- vibrations generated by the response means 51 is transmitted not only to the second manipulation support 5 but also to the housing including the lower case 3 and the upper case 2 to vibrate the entire device, as illustrated in Fig. 12, thereby making it possible to give dynamic bodily sensation to the user who is manipulating the game machine manipulation device CT10.
- the response means 21 and 51 are vibrated by a particular response signal from the game machine main body 27 to vibrate the entire game machine manipulation device CT10 for a constant time period, depending on the type of game, when the game machine manipulation device CT10 and the game machine main body 27 are connected to a monitor 33 such as a television receiver or the like to play a game as illustrated in Fig. 3.
- a monitor 33 such as a television receiver or the like to play a game as illustrated in Fig. 3.
- Such vibrations may be preferably accompanied when knocking down an opponent in a fighting game, when hitting the mark in a shooting game, when an aircraft being an operation target is attacked on . the screen, and so on.
- the entire manipulation device vibrates in response to operations made by the user with the manipulation buttons, to feed the contents of a game under progress back to the user playing the game, thereby making it possible to improve the presence.
- the game machine manipulation device CT10 and the game machine main body 27 need an interactive communication capability.
- the interactive communication capability can be realized by connecting the game machine main body 27 to a connector 20 which provides interactive serial communications with the game machine manipulation device CT10, as described in Fig. 13. It should be noted that this embodiment is described in connection with a configuration including only one game machine manipulation device CT10 connected to the game machine main body 27.
- the interactive communication capability is implemented by an I/O interface SIO for providing serial communications with the game machine main body 27; a parallel I/O interface PIO for inputting manipulation data from a plurality of manipulation buttons; a one-chip microcomputer (hereinafter, referred to as "the microcomputer") . including a CPU, a RAM and a ROM; and a driver 34 for vibrating the response means 21 and 51.
- the motor 24 of the response means 21 is rotated by a voltage and a current supplied from the driver 34.
- the coils 58 and 59 constituting the vibrator 53 of the response means 51 are vibrated by a voltage and a current supplied from the driver 34.
- the game machine main body 27 is provided with a serial I/O interface SIO for performing serial communications with the game machine manipulation device CT10.
- the serial I/O interface SIO of the game machine main body 27 is connected to the serial I/O interface SIO of the game machine manipulation device CT10 through this connector 20, thereby providing interactive communication means, i.e., interactive serial communications.
- Other details in the game machine main body 27 is omitted.
- Signal lines and control lines for interactive serial communications include a data transmission signal line TXD (Transmit X' for Data) for transmitting data from the game machine main body 27 to the game machine manipulation device 10; a data transmission signal line RDX (Received X' for Data) for transmitting data from the . game machine manipulation device CT10 to the game machine main body 27; a serial synchronization clock signal line SCK (Serial Clock) for extracting data from the respective data transmission signal lines TXD, RDX; a control line DTR (Date Terminal Ready) for establishment, interruption and so on of communications with the game machine manipulation device CT10 being the terminal side; and a flow control line DSR (Data Set Ready) for transferring a large amount of data.
- TXD Transmit X' for Data
- RDX Received X' for Data
- SCK Serial Clock
- the cable constituting the signal lines and control lines for interactive serial communications also includes a power supply cable 35 which is directly extracted from a power supply of the game machine main body 27 in addition to the signal lines and control lines, as illustrated in Fig. 13.
- the power supply cable 35 is connected to a driver 34 in the game machine manipulation device CT10 for supplying electric power for vibrating the response means 21 and 51.
- An interactive serial communication procedure for the configuration described above is started, for example, when the game machine main body 27 illustrated in Fig. 13 communicates with the game machine manipulation device CT10.
- manipulation data button information
- the game machine main body 27 For retrieving manipulation data (button information) associated with manipulation buttons of the first to fourth manipulation units 7, 8, 9, 10, the game machine main body 27 first confirms by the control line DTR that it has been selected, and subsequently enters in a wait state for waiting for the reception of data on the signal line TXD. Subsequently, the game machine main body 27 sends an identification code indicative of the game machine manipulation device CT10 onto the data transmission signal line TXD. This causes the game machine manipulation device CT10 to receive this identification code from the signal line TXD.
- the game machine manipulation device CT10 Since the identification code indicates the game machine manipulation device CT10, the game machine manipulation device CT10 starts a communication with the game machine main body 27. More specifically, control data and so on are transmitted from the game machine main body 27 through the data transmission signal line TXD to the game machine manipulation device CT10, whereas manipulation data and so on generated by manipulations with manipulation buttons are transmitted from the game machine manipulation device CT10 through the data transmission signal line RDX to the game machine main body 27. In this way, an interactive serial communication is performed between the game machine main body 27 and the game machine manipulation device CT10. The communication is terminated when the game machine main body 27 outputs selection stop data through the control line DTR.
- manipulation data mainly associated with manipulation buttons can be transmitted from the game machine manipulation device CT10 to the game machine main body 27, while dynamic transmission data for vibrating the response means 21 and 51 can be sent from the game machine main body 27 through the data transmission signal line TXD to the game machine manipulation apparatus CT10.
- the dynamic transmission data for vibrating the response means 21 and 51 has been previously set depending on a game CD-ROM loaded in the game machine main body 27, and is fed back from the game machine main body 27 to the game machine manipulation device CT10 in accordance with movements of an operation target in a game manipulated by the user who is playing the game through dynamic transmission for a fixed time.
- the game machine manipulation device CT10 illustrated in Fig. 4 transmits digital control data generated by manipulating the manipulation buttons of the manipulation units 7, 8, 9 and 10 to the game machine main body 27, and transmits analog control data generated by manipulating analog joysticks 36, 37 to the game machine main body 27.
- These modes can be selected by the user manipulating a mode .
- the modes may be selected by software in a CD-ROM loaded in the game machine main body 27.
- the game system GS is configured to be connectable with a variety of game machine manipulation devices such as a game machine manipulation device CT1 (Fig. 2) having only a digital mode, other than the game machine manipulation device CT10 which allows to select the digital mode and analog mode mentioned above.
- a game machine manipulation device CT1 Fig. 2 having only a digital mode, other than the game machine manipulation device CT10 which allows to select the digital mode and analog mode mentioned above.
- the game machine main body 27 can inquire certain functions of a game machine manipulation device (CT10 or the like) connected to the game machine main body 27 and set a variety of parameters to the game machine manipulation device by transmitting a variety of commands to the game machine manipulation device.
- a game machine manipulation device C10 or the like
- the game machine manipulation device CT10 communicates with the game machine main body 27 in accordance with a communication processing procedure illustrated in Fig. 14. Specifically, in Fig. 14, when the game machine main body 27 is powered on through the power supply switch under the state of being connected to the game machine manipulation device CT10, the game machine main body 27 and the game machine manipulation device CT10 enter a communication mode at step SP11 for making a communication therebetween. Then, the game machine manipulation device CT10 proceeds to step SP12 to wait for a command from the game machine main body 27.
- the game machine main body 27 can transmit a variety of commands to the game machine manipulation device CT10 as packet data for each vertical period of a video signal. Then, as the power supply switch of the game machine main body 27 is turned on, the game machine main body 27 first transmits a command to instruct the game machine manipulation device to set ON a parameter setting mode, which is a communication command between itself and a controller (game manipulation device), to the game machine manipulation device as an initial setting.
- a parameter setting mode which is a communication command between itself and a controller (game manipulation device)
- This command comprises nine-byte packet data as shown in the upper column of Fig. 15.
- the command has a first byte allocated to data 0x01 (hereinafter, simply denoted as "01", omitting "0x" representative of a hexadecimal number) indicative of a command for a game machine manipulation device; a second byte allocated to data "43” indicative of a command for set ON/OFF a parameter setting for the game machine control device (controller); a third byte allocated to data "00" corresponding to the second data "43”; and a fourth byte allocated to "1" when the parameter setting mode is set ON for the controller (the game machine manipulation device).
- data in a fifth byte through a ninth byte are variable length data having a length in a range of two bytes to six bytes, so that a variety of data are allocated therein as required.
- the CPU of the game machine manipulation device CT10 proceeds from step SP13 to step SP20 in Fig. 14, upon receiving a parameter setting ON command shown in Fig. 15, to enter the parameter setting mode for the game machine manipulation device CT10.
- the CPU determines a command subsequently received thereby.
- the CPU of the game machine manipulation device CT10 proceeds to step SP23 in Fig. 14 to transmit information on the game machine manipulation device CT10 to the game machine main body 27, when data transmitted from the game machine main body 27 to the game machine manipulation device CT10 is a controller (game machine manipulation device) information acquisition command shown in the upper column of Fig. 16.
- the controller information acquisition command transmitted from the game machine main body 27 to the game machine manipulation device CT10 comprises nine-byte packet data, as shown in the upper column of Fig. 16, which has a first byte allocated to data "01" indicative of a command for the game machine manipulation device; a second byte allocated to data "45” indicating that this command is a command for acquiring (requesting) information on the game machine manipulation device (controller); a third byte allocated to data "00" corresponding to data "45” in the second byte; and a fourth byte to a ninth byte loaded with tx0 - tx5 which are fixed-length data of six bytes. Data allocated to the fourth to ninth bytes are indefinite.
- the CPU of the game machine manipulation device CT10 upon receiving the controller information acquisition command shown in the upper column of Fig. 16, proceeds from step SP21 to step SP23 in Fig. 14 to return information on the game machine manipulation device CT10 to the game machine main body 27 as transmission data shown in the lower column of Fig. 16.
- the returned data comprises nine-byte fixed-length data which has a first byte allocated to dummy data "dm”; a second byte loaded with data "F3" having the upper four bits “F” indicative of an identifier (ID) of the game machine manipulation device CT10 and the lower four bits “3" indicative of one half of a data length (6 bytes) of data rx0 - rx5 after a fourth byte; a third byte allocated to data "in” indicating whether the game machine manipulation device CT10 is not initialized; the fourth byte allocated to a revision code "rv” corresponding to the game machine manipulation device CT10; a fifth byte allocated to available mode quantity data "mn” indicative of the number of modes which can be set by software from the game machine main body 27 (in this embodiment, two modes of an analog control mode and a digital control mode); a sixth byte allocated to data "cm” indicative of a currently valid mode in the game machine manipulation device CT10; a seventh byte allocated to actuator quantity data "an” indicative
- the CPU of the game machine manipulation device CT10 returns the controller information shown in the lower column of Fig. 16 to the game machine main body 27 at step SP23 in Fig. 14, so that the CPU of the game machine main body 27 can acquire information on the game machine manipulation device CT10 being connected to the game machine main body 27.
- this information only indicates the number of modes which can be set by software, and the contents of the information are returned from the game machine manipulation device CT10 to the game machine main body 27 correspondingly when the controller mode acquisition command is transmitted from the game machine main body 27 to the game machine manipulation device CT10.
- step SP23 when the transmission of the controller information is terminated at the aforementioned step SP23, the CPU of the game machine manipulation device CT10 returns to step SP21 to wait for another command.
- data transmitted from the game machine main body 27 to the game machine manipulation device CT10 is a controller (game machine manipulation device) mode acquisition command shown in the upper column of Fig. 17, the CPU of the game machine manipulation device CT10 proceeds to step SP24 in Fig. 14 to transmit to the game machine main body 27 the contents of information on modes of the game machine manipulation device CT10 which can be set by software.
- the controller mode acquisition command transmitted from the game machine main body 27 to the game machine manipulation device CT10 comprises nine-byte fixed-length packet data which has a first byte allocated to data "01" indicating that this command is a command for the game machine manipulation device; a second byte allocated to data "4C” indicating that this command is a command for requesting controller modes which can be set by software; a third byte allocated to data "00" corresponding to the data "4C” in the second byte; a fourth byte allocated to list number data "1n” indicating a list number in the RAM of the game machine manipulation device CT10 which stores a list of a variety of controller modes (controller IDs) required by the CPU of the game machine main body 27; and a fifth byte to a ninth byte loaded with indefinite data.
- the CPU of the game machine manipulation device CT10 upon receiving the controller mode acquisition command shown in the upper column of Fig. 17, proceeds from step SP21 to step SP24 in Fig. 14 to return a controller ID (controller mode information) indicative of each controller mode in a list specified by a list number specified by the fourth byte of the controller mode acquisition mode (the upper column of Fig. 17), based on that list number, out of lists stored in the ROM of the game machine manipulation device CT10, to the game machine main body 27 as transmission data shown in the lower column of Fig. 17.
- controller ID controller mode information
- this returned data comprises nine-byte fixed-length data which has a first byte allocated to dummy data "dm”; a second byte loaded with data "F3" having the upper four bits “F” indicative of an identifier (ID) of the game machine manipulation device CT10 and the lower four bits “3" indicative of one half of a data length (6 bytes) of data rx0 - rx5 after a fourth byte; a third byte allocated to data "in” indicating whether the game machine manipulation device CT10 is not initialized; and a sixth byte and a seventh byte allocated to controller ID data "n0" and "n1" indicative of setting available modes read from the list.
- data in fourth, fifth, eight and ninth bytes are indefinite.
- the CPU of the game machine manipulation device CT10 returns the controller mode information (controller ID) shown in the lower column of Fig. 17 to the game machine main body 27 at step SP24 in Fig. 14, so that the CPU of the game machine main body 27 can determine modes (analog control mode, digital control mode, and so on), which can be set to the game machine manipulation device CT10 being connected thereto, from the controller ID data.
- controller mode information controller ID
- mode analog control mode, digital control mode, and so on
- the CPU of the game machine manipulation device CT10 returns to the foregoing step SP21 to wait for another command.
- the game machine main body 27 transmits a mode to be set, out of the available modes acquired as the controller ID data, to the game machine manipulation device CT10 as a controller mode setting command shown in the upper column of Fig. 18 from the game machine manipulation device CT10 by the foregoing processing at step SP24.
- the controller mode setting command comprises nine-byte fixed-length packet data, as shown in the upper column of Fig. 18, which has a first byte allocated to data "01" indicating that this command is a command for the game machine manipulation device; a second byte allocated to data "44” indicating that this command is a command for setting a mode for the controller (game machine manipulation device); a third byte allocated to data "00" corresponding to the data "44” in the second byte; a fourth byte allocated to a controller mode (analog control mode, digital control mode, or the like) to be set by the CPU of the game machine main body for the game machine manipulation device CT10 with a list number data "cm" in the ROM of the game machine manipulation device CT10, which stores the controller ID indicative of the controller mode; and a fifth byte allocated to data "ik” for setting the manipulation button 38 (Fig. 4) for switching modes disposed in the game machine manipulation device CT10 in an inoperative state (lock) or an operative state (unlock).
- data in this connection
- the CPU of the game machine manipulation device CT10 upon receiving the controller mode setting command shown in the upper column of Fig. 18, proceeds . from step SP21 to step SP25 in Fig. 14 to read the controller ID in the ROM of the game machine manipulation device CT10 based on the list number data "cm" of the controller ID assigned to the fourth byte of the controller mode setting command (in the upper column of Fig. 18), and to set the mode specified by the controller ID (analog control mode, digital control mode or the like) to the CPU of the game machine manipulation device CT10. In this event, the CPU of the game machine manipulation device CT10 returns transmission data shown in the lower column of Fig. 18 to the game machine main body 27.
- This returned data comprises nine-byte fixed-length data which has a first byte allocated to dummy data "dm”; a second byte loaded with data "F3" having the upper four bits “F” indicative of an identifier (ID) of the game machine manipulation device CT10 and the lower four bits “3" indicative of one half of a data length (6 bytes) of data rx0 - rx5 in a fourth and subsequent bytes; a third byte allocated to data "in” indicating whether or not the game machine manipulation device CT10 is not initialized; and a fourth byte through a ninth byte loaded with indefinite data.
- the CPU of the game machine main body 27 can recognize that the setting (switching) of the control mode has been completed by receiving the data "F3" in the second byte of the transmission data.
- the CPU of the game machine manipulation device CT10 returns to step SP21 to wait for another command to be transmitted thereto from the game machine main body 27, when the setting (switching) of the controller mode is completed at step SP24 in Fig. 14.
- the game machine main body 27 transmits an actuator (response means 21, 51 and so on) information acquisition command shown in the upper column of Fig. 19 to the game machine manipulation device CT10 for requesting the CPU of the game machine manipulation device CT10 to provide information on a single or a plurality of actuators (response means) disposed in the game machine manipulation device CT10 being connected to the game machine main body 27.
- an actuator response means 21, 51 and so on
- the actuator information acquisition command comprises nine-byte fixed-length packet data, as shown in the upper column of Fig. 19, which has a first byte allocated to data "01" indicating that this command is a command for the game machine manipulation device; a second byte allocated to data "46” indicating that this command is a command for requesting information on actuators in the controller (game machine manipulation device); a third byte allocated to data "00” corresponding to the data "46" in the second byte; and a fourth byte allocated to an actuator number data "an” indicative of a number of an . actuator (response means) (for example, "1" or "2" when the number of response means is two).
- data in a fifth byte to a ninth byte are indefinite.
- the CPU of the game machine manipulation device CT10 upon receiving the actuator information acquisition command shown in the upper column of Fig. 19, proceeds from step SP21 to step SP26 in Fig. 14 to read data on the response means 21 or 51 having the actuator number allocated in the fourth byte of the actuator information acquisition command (in the upper column of Fig. 19) from the ROM of the game machine manipulation device CT10, and to return the data on the actuator (the type of the actuator, a data length of a parameter) to the game machine main body 27 as transmission data shown in the lower column of Fig. 19.
- This transmission data comprises nine-byte fixed-length data, which has a first byte allocated to dummy data "dm”; a second byte loaded with data "F3" having the upper four bits “F” indicative of an identifier (ID) of the game machine manipulation device CT10 and the lower four bits “3" indicative of one half of a data length (6 bytes) of data rx0 - rx5 after a fourth byte; a third byte allocated to data "in” indicating whether the game machine manipulation device CT10 is not initialized; a sixth byte allocated to classification number data "fn" for a function of the .
- actuator response means
- auxiliary number data "sb” for further classifying the actuator (response means) classified by the classification number data "fn” in the sixth byte
- data in a fourth byte and a fifth byte are indefinite.
- the classification number data "fn" allocated in the sixth byte may classify actuators (response means), for example, into an actuator for generating continuous rotary vibrations, an actuator for generating continuous reciprocal vibrations, an actuator for generating intermittent reciprocal vibrations, an actuator for generating rotary vibrations, an actuator for generating reciprocal vibrations, and so on, as classification items.
- items classified by the auxiliary number data "sb" allocated in the seventh byte may include low speed rotation, high speed rotation, vibrating direction (X-axis direction, Y-axis direction, Z-axis direction), and so on.
- the CPU of the game machine manipulation device CT10 finishes transmitting to the game machine main body 27 the information on the actuator (response means) corresponding to the actuator number requested at this time from the game machine main body 27 at step SP26 in Fig. 14, the CPU returns to the foregoing step SP21 to wait for another command to be transmitted from the game machine main body 27.
- the CPU of the game machine main body 27 detects the number of actuators (response means) in the game machine manipulation device CT10 being connected thereto, in the controller information acquisition processing described above in connection with step SP23. Therefore, by repeatedly transmitting the actuator information acquisition command described above with reference to Fig.
- the CPU of the game machine manipulation device CT10 repeats the processing at step SP26 for the number of times equal to the number of actuators (response means), and consequently, data on all the actuators (response means) are transmitted to the game machine main body 27.
- step SP26 in Fig. 14 the CPU returns to the foregoing step SP21 to wait for another command to be transmitted from the game machine main body 27.
- the game machine main body 27 transmits an actuator (response means 21, 51 and so on) status acquisition command shown in the upper column of Fig. 20 to the game machine manipulation device CT10 for requesting the CPU of the game machine manipulation device CT10 to provide the value of parameter (i.e., data used for controlling the driving of an actuator) set for the actuator (response means) in the game machine manipulation device CT10 being connected to the game machine body 27.
- an actuator response means 21, 51 and so on
- This actuator status acquisition command comprises nine-byte fixed-length packet data, as shown in the upper column of Fig. 20, which has a first byte allocated to data "01" indicating that this command is a command for the game machine manipulation device; a second byte allocated to data "48” indicating that this command is a command for requesting the status of the actuators in the controller (game machine manipulation device); a third byte allocated to data "00” corresponding to the data "48” in the second byte; and a fourth byte allocated to actuator number data "an” indicating a number of an actuator (response means) (for example, "1" or "2" when the number of the response means is two).
- data in a fifth byte to a ninth byte are indefinite.
- the CPU of the game machine manipulation device CT10 upon receiving the actuator status acquisition command shown in the upper column of Fig. 20, . proceeds from step SP21 to step SP27 in Fig. 14 to read a parameter set for a response means 21 or 51 having the actuator number allocated in the fourth byte of the actuator status acquisition command (in the upper column of Fig. 20) from the RAM of the game machine manipulation device CT10, in order to return the parameter (i.e., data used for controlling the driving of the actuator) set for the actuator at this time to the game machine main body 27 as transmission data shown in the lower column of Fig. 20.
- the parameter i.e., data used for controlling the driving of the actuator
- This transmission data comprises nine-byte fixed-length data which has a first byte allocated to dummy data "dm”; a second byte loaded with data "F3" having the upper four bits “F” indicative of an identifier (ID) of the game machine manipulation device CT10 and the lower four bits “3" indicative of one half of a data length (6 bytes) of data rx0 - rx5 in a fourth and subsequent bytes; a third byte allocated to data "in” indicating whether the game machine manipulation device CT10 is not initialized; a sixth byte and a seventh byte allocated to reserved data (spare data) "v0," “v1”; an eighth byte allocated to data "sz” indicative of a data length (in bytes) set as a parameter for the actuator; and a ninth byte allocated to data "s0" indicative of the value of a first byte of the parameter for the actuator.
- the game machine manipulation device CT10 returns transmission data shown in the lower column of Fig. 20 to the game machine main body 27 at step SP27 in Fig. 14, so that the CPU of the game machine main body 27 can recognize the parameter being set for the actuator.
- a parameter set for an actuator is defined such that the length of data usable for transmission (the ninth byte in the lower column of Fig. 20) is one byte. If the data length of a parameter being set for an actuator is longer than one byte of the ninth byte, the CPU of the game machine manipulation device CT10 proceeds from step SP21 to step SP28, after the completion of the processing at step SP27 in Fig. 14, to transmit to the game machine main body 27 data that has overflowed from the data transmitted to the game machine main body 27 at the preceding step SP27.
- This communication continuation data includes data to be continuously transmitted which have been allocated in the fourth byte to ninth byte, as illustrated in the lower column of Fig. 21. In this connection, data shown in the upper column of Fig. 21 are those used by the game machine main body 27 for continuously communicating with the game machine manipulation device CT10.
- the . game machine main body 27 again transmits a command for acquiring the status of another actuator (response means) to the game machine manipulation device CT10 subsequent to the completed transmission, in a manner similar to the case described above for the command shown in the upper column of Fig. 18.
- an actuator (response means) for which the status is to be acquired is specified by the actuator number data "an" in the fourth byte shown in the upper column of Fig. 18.
- the game machine main body 27 finishes acquiring the status of all the actuators (response means 21 and 51) in the game machine manipulation device CT10, the game machine main body 27 subsequently transmits a command for acquiring a list of simultaneously operable actuators, shown in the upper column of Fig. 22, to the game machine manipulation device CT10 to request a list of simultaneously operable actuators (for example, the response means 21 and 51) in all the actuators disposed in the game machine manipulation device CT10.
- This command for acquiring a list of simultaneously operable actuators comprises nine-byte fixed-length packet data, as shown in the upper column of Fig. 22, which has a first byte allocated to data "01" indicating that this command is a command for the game machine manipulation device; a second byte allocated to data "47” indicating that this command is a command for requesting a list of simultaneously operable actuators in the controller (game machine manipulation device); a third byte allocated to data "00” corresponding to the data "47” in the second byte; and a fourth byte allocated to a list number data "1s" indicative of a list of combinations of simultaneously operable actuators required at this time by the game machine main body 27.
- data in a fifth byte to a ninth byte are indefinite.
- the CPU of the game machine manipulation device CT10 proceeds from step SP21 to step SP29 in Fig. 14 to return a simultaneously operable actuator list, as shown in the lower column of Fig. 22, to the game machine main body 27.
- This actuator list (in the lower column of Fig.
- the data length of the list is given by the data "sz" indicative of the data length in the sixth byte of the transmission data.
- the data "sz" indicative of the data length in the sixth byte of the transmission data.
- step SP29 in Fig. 14 the CPU of the game machine manipulation device CT10 returns to step SP21 to wait for the reception of another command.
- the CPU of the game machine main body 27 subsequently transmits a command for setting details of parameters for actuators to the game machine manipulation device CT10.
- This command for setting details of parameters for actuators is provided to set parameters for actuators in the game machine manipulation device CT10 with a button acquisition command transmitted from the game machine main body 27 to the game machine manipulation device CT10 during the progress of a game, when the game machine main body 27 is to acquire information on manipulations on the manipulation buttons (14A - 14D, 16a - 16D, 19a - 19d, and so on) in the game machine manipulation device CT10 during the progress of the game by transmitting the button acquisition command from the game machine main body 27 to the game machine manipulation device CT10.
- This command comprises nine-byte fixed-length packet data, as shown in the upper column of Fig. 23, which has a first byte allocated to data "01" indicating that this command is a command for the game machine manipulation device; a second byte allocated to data “4D” indicating that this command is the command for setting details of parameters for actuators; a third byte allocated to data "00” corresponding to the data "4D” in the second byte; and a fourth byte through a ninth byte allocated to number data "s0,” “s1,” “s2,” “s3,” “s4,” “s5" of actuators for which parameters are to be set when a button acquisition command is transmitted from the game machine main body 27 to the game machine manipulation device CT10 during the progress of a game.
- step SP21 when the CPU of the game machine manipulation device CT10 receives the command for setting the details of the parameters for the actuators, the CPU proceeds from step SP21 to step SP30 in Fig. 14 to set actuators specified in the command for setting the details of the parameters for the actuators to the RAM of the game machine manipulation device CT10.
- step SP30 in Fig. 14 to set actuators specified in the command for setting the details of the parameters for the actuators to the RAM of the game machine manipulation device CT10.
- the game machine manipulation device CT10 returns transmission data shown in the lower column of Fig. 23 to the game machine main body 27.
- This transmission data comprises nine-byte fixed-length data which has a first byte allocated to dummy data "dm”; a second byte loaded with data "F3" having the upper four bits “F” indicative of an identifier (ID) of the game machine manipulation device CT10 and the lower four bits "3" indicative of one half of a data length (6 bytes) of data rx0 - rx5 in a fourth and subsequent bytes; a third byte allocated to data "in” indicating whether the game machine manipulation device CT10 is not initialized; and a fourth byte through a ninth byte allocated to actuator parameter details setting data which have been set before the execution of the command.
- the CPU of the game machine manipulation device CT10 After completing the processing at step SP30 in Fig. 14, the CPU of the game machine manipulation device CT10 returns to step SP21 in Fig. 14 to wait for another command transmitted from the game machine main body 27.
- This command allocates data "0" to the fourth byte in the transmission data previously shown in the upper column of Fig. 15 for instructing the game machine manipulation device CT10 to set OFF the controller parameters.
- the CPU of the game machine manipulation device CT10 gets in a state of waiting for a command from the game machine main body 27 at subsequent step SP12.
- the game machine main body 27 transmits a controller button acquisition command to the game machine manipulation device CT10 for requesting the game machine manipulation device CT10 to provide information indicative of manipulation states of respective buttons (14a - 14d, 16a - 16d, 19a - 19d, and so on) on the game machine manipulation device CT10.
- This controller button acquisition command includes data tx0 - tx5 which are variable-length data ranging from two to six bytes stored in a fourth byte through a ninth byte thereof, as shown in the upper column of Fig. 24.
- the controller button acquisition command also has a first byte allocated to data "01" indicating that this command is a command for the game machine manipulation device; a second byte allocated to "42” indicating that this command is the controller button acquisition command; a third byte allocated to indefinite data corresponding to the data "42" in the second byte; and a fourth byte through a ninth byte allocated to data set to the parameters for the actuators (response means 21 and/or 51) which have been set at step SP30 in Fig. 14.
- the CPU of the game machine manipulation device CT10 upon receiving the controller button acquisition command shown in the upper column of Fig. 24, proceeds from step SP12 to step SP14 in Fig. 14, to set the parameters for the actuators (response means 21 and/or 51) with the parameter setting data in the fourth byte through the ninth byte (having variable lengths between two and six bytes) within the data received at this time, thereby vibrating these actuators (response means 21 and/or 51) based on the specified data. Also, the CPU of the game machine manipulation device CT10 transmits its button manipulation information to the game machine main body 27 through transmission data shown in the middle column or the lower column of Fig. 24.
- the transmission data shown in the middle column of Fig. 24 is data transmitted from the game machine manipulation device CT10, which is in the state where the controller parameter setting mode is OFF, to the game machine main body 27.
- the transmission data shown in the lower column of Fig. 24, on the other hand, is data transmitted from the game manipulation device CT10, which is in the state where the controller parameter setting mode is ON, to the game machine main body 27.
- This transmission data has a fourth byte allocated to an upper byte "b0" of manipulation button depress data; a fifth byte allocated to a lower byte “b1" of the manipulation button depress data; and a sixth byte to a ninth byte allocated to, for example, analog level data "a0,” “a1,” “a2,” “a3” in accordance with manipulations on the joysticks 36, 37 previously described with reference to Figs. 4 and 13.
- the CPU of the game machine main body 27 can detect how the manipulation buttons or the analog joy sticks are being manipulated on the game machine manipulation device CT10, so that the game can be advanced in accordance with the detected manipulations.
- the CPU of the game machine main body 27 When the CPU of the game machine main body 27 is going to vibrate a required actuator(s) (response means 21 and/or 51) in accordance with the progress of a game, the CPU of the game machine main body 27 transmits a command dedicated to set a parameter(s) for the actuator(s), shown in the upper column of Fig. 25, to the game machine manipulation device CT10.
- This command has a second byte allocated to data "49" indicating that this command is the command for setting a parameter for an actuator; a fourth byte allocated to actuator number data "an” of an actuator to be set; a fifth byte allocated to a data size "sz" which is set to a parameter for the actuator; and a sixth byte to a ninth byte allocated to actually set data.
- the CPU of the game machine manipulation device CT10 proceeds from step SP12 to step SP15 in Fig. 14 to set the parameter for the actuator (response means 21 and/or 51) specified by the command, thereby vibrating the actuator.
- transmission data shown in the lower column of Fig. 25 is returned from the game machine manipulation device CT10.
- the game machine main body 27 transmits an actuator mode setting command, as shown in the upper column of Fig. 26, to the game machine manipulation device CT10.
- This command is provided to set ON or OFF an actuator parameter synchronous update mode, and has a second byte allocated to data "4A" indicating that this command is the actuator mode setting command.
- synchronous update mode setting data "sg" in a fourth byte is set ON (i.e., set to "1")
- the CPU of the game machine manipulation device CT10 proceeds from step SP12 to step SP16 in Fig. 14 to set ON the synchronous update command, whereby the parameter specified by the actuator parameter setting command ("49") shown in Fig.
- the game machine manipulation device CT10 switches between the controller communication mode and the parameter setting mode in accordance with the processing procedure illustrated in Fig. 14.
- a normal communication mode for a communication with the game machine main body 27 when the game machine manipulation device CT10 receives data of setting a parameter for an actuator (i.e., dynamic transmission data) in accordance with the progress of a game with the controller information acquisition command (controller button information acquisition command) or the actuator parameter setting command from the game machine main body 27, the game machine manipulation device CT10 vibrates the specified actuator (response means 21 and/or 51) in response to the received data.
- data on manipulations on the manipulation buttons 14a - 14d, 16a - 16d, 19a - 19d or the analog joysticks 36, 37 in the game machine manipulation device CT10 are transmitted from the game machine manipulation device CT10 to the game machine main body 27 in accordance with a mode set at this time (digital control mode or analog control mode), so that a game is advanced in response to manipulations of the user in the game machine main body 27 and the game machine manipulation device CT10.
- the game machine main body 27 inquires the game machine manipulation device CT10 about information on the game machine manipulation device CT10 (available modes, information on actuators, and so on), acquires such information from the ROM and RAM of the game machine manipulation device, and can set a variety of modes such as a mode for the game machine manipulation device CT10, an actuator parameter setting mode, and so on based on the acquired information.
- Fig. 27 illustrates a controller mode setting procedure executed by the game machine main body 27.
- the CPU of the game machine main body 27 enters the processing procedure at step SP50, and transmits a command (Fig. 15) for setting ON the parameter setting mode to the game machine manipulation device CT10 at step SP51 to switch the game machine manipulation device CT10 to the parameter setting mode described above with reference to Fig. 14.
- the CPU of the game machine main body 27 proceeds to subsequent step SP52 to acquire information on the controller (a total number of modes available to the game machine manipulation device CT10, a total number of actuators, and so on).
- the CPU of the game machine main body 27 acquires a number of controller mode lists equal to the number of modes possessed by the game machine manipulation device CT10 at subsequent step SP53. In this way, the CPU of the game machine main body 27 can acquire information (information on the modes, the actuators and so on) on the game machine manipulation device CT10 being connected thereto, sets a mode suitable to the contents of a game played at this time in accordance with the acquired information at step SP54, and proceeds to step SP55 to switch OFF the parameter setting mode of the game machine manipulation device 10.
- Fig. 28 illustrates a controller actuator information acquisition procedure executed by the game machine main body 27.
- the CPU of the game machine main body 27 enters the processing procedure at step SP60, and transmits a command (Fig. 15) for setting ON the parameter setting mode to the game machine manipulation device CT10 at step SP61 to switch the game machine manipulation device CT10 to the parameter setting mode described above with reference to Fig. 14.
- the CPU of the game machine main body 27 proceeds to subsequent step SP62 to acquire information on the controller (a total number of modes available to the game machine manipulation device CT10, a total number of actuators, and so on).
- the CPU of the game machine main body 27 acquires a number of actuator information (including consumed current data) equal to the number of actuators possessed by the game machine manipulation device CT10 with the actuator information acquisition command described above with reference to Fig. 19 at subsequent step SP63.
- the CPU of the game machine main body 27 can acquire the information on the actuators (response means 21, 51) disposed in the game machine manipulation device CT10 being connected thereto, and then proceeds to step SP64 to switch OFF the parameter setting mode of the game machine manipulation device CT10.
- Fig. 29 illustrates an actuator (response means 21, 51) current limit processing procedure executed by the CPU of the game machine main body 27.
- the CPU of the game machine main body 27 determines whether or not the value of a current to be applied to each actuator is limited by the current limit processing, when it sets a parameter for each actuator in the game machine manipulation device CT10 (i.e., when it drives each actuator). More specifically, the CPU of the game machine main body 27, which has acquired a consumed current required to each actuator (response means 21 and/or 51) in the game machine manipulation device CT10 by the actuator information acquisition processing described above with reference to Fig.
- step SP71 calculates at step SP71 the value of total currents possibly consumed by all the actuators (response means 21, 51) to be driven in accordance with the contents of a game under progress, based on the consumed current data previously acquired thereby. Then, at subsequent step SP72, the CPU determines whether or not the value of total consumed current exceeds a predetermined value. If an affirmative result is obtained, this means that if all the actuators to be driven are actually driven with determined current values, most current is likely to be consumed by an actuator which essentially consumes more current, with the result that an actuator which consumes less current would hardly be vibrated.
- the CPU of the game machine main body 27 proceeds to step SP73 to execute processing for clipping a maximum value of a current to be applied to an actuator which consumes more current, in order to limit a total current consumed by all the actuators to the predetermined value or less.
- the game machine manipulation device CT10 has the response means 21 for generating vibrations by rotating the motor 24 serving as an actuator, and the response means 51 of voice coil type having a vibrator for generating reciprocal vibrations.
- a restriction is only conducted to clip a maximum value of a current applied to the response means 51 of voice coil type because the value of current applied to the response means 51 can be limited by the game machine main body 27.
- the response means 51 may be applied with a current having a waveform (current value data) with a clipped maximum value, such as those described above with reference to Figs. 10 and 11.
- the CPU of the game machine main body 27 applies the current values determined at step SP73 for the respective actuators in a parameter setting operation at following step SP74, thereby achieving such a current limitation as to generate without fail intended vibrations from the actuator (response means 21), which essentially . consumes less current and generates relatively weak vibrations, while only slightly reducing the strength and the amplitude of vibrations generated by the actuator (response means 51) which consumes more current and generates relatively strong vibrations.
- step SP72 if a negative result is obtained at step SP72, this means that the current need not be limited, so that the CPU of the game machine main body 27 applies the respective actuators with the determined currents.
- a variety of methods may be used, such as a method of reducing the amplitude of an entire current waveform, instead of the method of applying a waveform having a clipped maximum current value.
- a variety of limiting methods may be used, such as liming currents to all response means, instead of the method of limiting a current to the response means which consumes the most current.
- Fig. 30 illustrates a communication processing state between the game machine main body 27 and the game machine manipulation device CT10 in a protocol 2.0 mode which permits the game machine main body 27 to transmit a command for inquiring the game machine manipulation device CT10 for its functions and a command for setting a variety of modes in the game machine manipulation device CT10.
- the game machine manipulation device CT10 enters an initial setting mode from step SP82 to step SP88, wherein information on modes and actuators in the game machine manipulation device CT10 is transmitted to the game machine main body 27 in the parameter setting mode described above with reference to Fig. 14, and a mode and parameters for the actuators are set in accordance with a setting command from the game machine main body 27 based on such information.
- the game machine manipulation device CT10 enters a normal mode from step SP91 to step SP93, wherein the game machine manipulation device CT10 performs communication processing with the game machine main body 27 to set parameters for the actuators in accordance with the contents of a game under progress, transmit information on manipulations of manipulation buttons or analog joysticks, made by the user, to the game machine main body 27, and perform other associated operations.
- the game machine manipulation device CT10 performs communication processing with the game machine main body 27 to set parameters for the actuators in accordance with the contents of a game under progress, transmit information on manipulations of manipulation buttons or analog joysticks, made by the user, to the game machine main body 27, and perform other associated operations.
- this normal state when a request for acquiring information on buttons and joysticks is transmitted from the game machine main body 27 to the game machine manipulation device CT10, data for setting parameters for actuators is transmitted together with the command to set parameters for predetermined actuators, so that the actuators can be vibrated.
- a parameter setting command is transmitted from the game machine main body 27 to the game machine manipulation device CT10, so that the game machine manipulation device CT10 can set the parameter for the arbitrary actuator specified at this time.
- an operation mode (analog control mode or digital control mode) is specified for the game machine manipulation device CT10, for example, by software associated with a game
- a parameter setting command is transmitted from the game machine main body 27 to the game machine manipulation device CT10 to cause the game machine manipulation device CT10 to be in a controller mode switch mode.
- the game machine manipulation device CT10 proceeds from step SP82 to step SP89 to transmit a controller mode list to the game machine main body 27, and switches the mode in accordance with a controller mode setting command transmitted back from the game machine main body 27 in response thereto.
- the mode change-over switch 38 (Fig. 4) disposed on the game machine manipulation device CT10, the game machine main body 27 detects this and likewise enters the controller mode switch mode to switch the mode of the game machine manipulation device CT10.
- Fig. 31 illustrates exemplary communications that are made to switch from a protocol 1.0 to the protocol 2.0 mode, to acquisition of controller information and so on, to acquisition of button information, and to setting of actuators.
- the protocol 1.0 mode is a protocol mode in which the game machine main body 27 does not perform inquiry or the like to the game machine manipulation device CT10 for its functions, in which case the controller button information acquisition command (Fig. 24) is only set as a command transmitted from the game machine main body 27 to the game machine manipulation device CT10.
- protocol modes set for the game machine main body 27 and the game machine manipulation device CT10 support both the protocol 1.0 mode and the protocol 2.0 mode, and the controller button acquisition command (Fig. 24) and the parameter setting command (Fig.
- the game machine manipulation device CT10 continuously operates in the protocol 2.0 mode as shown in Fig. 31F.
- Fig. 32 shows exemplary communications when the controller mode is switched.
- a controller parameter setting command is transmitted from the game machine main body 27 as shown in Fig. 32B, and a controller mode switch command is subsequently transmitted from the game machine main body 27 as shown in Fig. 32C, causing the game machine manipulation device CT10 to operate in the controller parameter setting mode.
- controller information acquisition command is . transmitted from the game machine main body 27 in Fig. 32D, controller information is transmitted from the game machine manipulation device CT10 to the game machine main body 27.
- a command for setting OFF the controller parameter setting mode is transmitted from the game machine main body 27 to the game machine manipulation device CT10 as illustrated in Fig. 32E, the game machine manipulation device CT10 receives this command, and begins to operate in a "0007" mode, which is a new controller mode, as shown in Fig. 32F. As a result, the controller has been switched from the "0004" mode to the "0007" mode.
- step SP101 manipulation data of the game machine manipulation device CT10, which has been converted into serial data, as illustrated in Fig. 33
- data on an operation target representative of the contents of a game is compared with the received serial data to determine whether the two data present a hit state at subsequent step SP102.
- step SP103 when the data on the operation target matches the serial data, i.e., when a hit occurs, the operation target, presenting the hit, is displayed on the monitor screen at step SP107, dynamic transmission data is outputted at step SP104, and the dynamic transmission data is converted into serial data which is then transmitted as a particular response signal to the game machine manipulation device CT10 at step SP105.
- This response signal includes data for specifying one or both of the actuators (response means 21 and/or 51) disposed in the game machine manipulation device CT10, as well as a voltage and a current to be applied to each of the specified response means and an application time. For the response means 51 out of the specified response means, the value of current applied thereto is limited as required in consideration of a total current consumed.
- This response signal is converted into serial data, and transmitted from the game machine main body 27 to the game machine manipulation device CT10 as data in the fourth byte to the ninth byte previously shown in the upper column of Fig. 24.
- the CPU of the game machine 27 waits for data from the game machine manipulation device CT10 at step SP106.
- the dynamic transmission data transmitted from the game machine main body 27 to the game machine manipulation device CT10 is received by the CPU of the game machine manipulation device CT10 at step SP111 in Fig. 34. If it is determined at step SP112 that this data is the dynamic transmission data, the CPU of the game machine manipulation device CT10 proceeds to step SP115 to drive the driver 34 (Fig. 13). Then, the CPU of the game machine manipulation device CT10 supplies the then specified response means 21 and/or 51 with voltages and currents being supplied from the game machine main body 27 for a predetermined time at step SP119.
- step SP112 determines whether received data is not dynamic transmission data
- the CPU of the game machine manipulation device CT10 proceeds to step SP113 to wait for an input or manipulation of a manipulation button or an analog joystick. If an affirmative result is obtained, the CPU of the game machine manipulation device CT10 proceeds to step SP114 to input manipulation data.
- step SP115 the microcomputer processing is performed (processing by the CPU). Specifically, in this microcomputer processing, manipulation data is returned from the game machine manipulation device CT10 in response to a controller button information acquisition command (Fig. 24) transmitted from the game machine main body 27 to the game machine manipulation device CT10. The CPU of the game machine manipulation device CT10 converts the manipulation data into serial data which is transmitted to the game machine main body 27 at step SP116, and then proceeds to the subsequent step SP117 to wait for data from the game machine body 27.
- the CPU of the game machine manipulation device CT10 receives this command, and then transmits to the game machine main body 27 information on the game machine manipulation device CT10 itself (information on available modes in the game machine manipulation device CT10, the actuators possessed by the game machine manipulation device CT10, and so on) in the microcomputer processing at step SP115. Further, the CPU of the game machine manipulation device CT10 can set a variety of modes (digital control mode, analog control mode) and parameters for the actuators in accordance with a mode setting request and a parameter setting request from the game machine main body 27.
- a parameter setting command (Fig. 15) from the game machine main body 27 to the game machine manipulation device CT10
- the present invention is not limited to such particular means.
- any number of response means and a variety of combinations thereof can be applied for actuators.
- a plurality of response means of voice coil type may be provided, a response means of motor type for generating low speed vibrations may be combined with a response means of motor type for generating high speed vibrations, and so on.
- response means for generating vibrations those for generating light and those for generating sound may be used.
- multi-tap may be used to connect a plurality of game machine manipulation devices (for example, four) to the game machine main body 27, such that the game machine main body 27 may inquire functions for each of the connected manipulation devices and set a mode and parameters for each of the connected manipulation devices.
- a current consumed by the response means in the game machine manipulation device is fetched into the game machine main body 27 as consumed power information, such that the value of a current applied to a response means is limited in accordance with the information.
- the present invention is . not limited to this particular manner of controlling a current value.
- a variety of forms such as a combination of a current and a voltage, voltage values, and so on may be applied as control parameters for electric power information and the response means.
- the invention can be utilized for the case of connecting a variety of game machine manipulation devices having a variety of functions to a game machine main body.
Description
Claims (33)
- A game apparatus (27) being operable to reproduce game information from a recording medium and having interactive communication means (20, 32) for receiving manipulation data representing manipulations performed on a plurality of manipulation members (7, 8, 9, 10) from a game machine manipulation device (CT10) and for transmitting predetermined control data to said game machine manipulation device (CT10), wherein
function information, representing one or more functions which said game machine manipulation device (CT10) is operable to perform, is retrieved from said game machine manipulation device (CT10). - The game apparatus (27) according to claim 1, wherein
said game apparatus (27) selects predetermined function information out of said retrieved function information, and sets a selected function to said game machine manipulation device (CT10). - The game apparatus (27) according to claim 1 or 2, wherein
said function information is information on response means (21, 51) disposed in said game machine manipulation device (CT10). - The.game apparatus (27) according to claim 1 or 2, wherein
said function information represents an analog mode and a digital mode which are communication control modes for said game machine manipulation device (CT10). - The game apparatus (27) according to claim 2, wherein
said function information is operation information on a communication control mode switching manipulation member (38) of said game machine manipulation device (CT10), wherein said function information is selectively set to said game machine manipulation device (CT10) to set said communication control mode switching manipulation member (38) of said game machine manipulation device (CT10), to an operative state or an inoperative state. - The game apparatus (27) according to claim 2, wherein
said game apparatus (27) transmits said selected function information at an arbitrary timing as a dedicated setting command for said game machine manipulation device (CT10). - The game apparatus (27) according to claim 3, wherein
said information on response means (21, 51) is information on a combination of simultaneously operable response means (21, 51). - The game apparatus (27) according to claim 1, wherein said function information includes consumed power information on response means (21, 51) possessed by said game machine manipulation device (CT10).
- The game apparatus (27) according to claim 8, wherein
said game apparatus (27) transmits response means control data based on said retrieved consumed power information to said response means (21, 51). - The game apparatus (27) according to claim 9, wherein
said game apparatus (27) transmits said response means control data to said game machine manipulation device (CT10) together with a request command for acquiring manipulation member (7, 8, 9, 10) information for said game machine manipulation device (CT10). - The game apparatus (27) according to claim 9, wherein
said response means control data is information on a current value to be applied to said response means (21, 51). - The game apparatus (27) according to claim 8, wherein
said consumed power information is a consumed current value of said response means (21, 51). - The game apparatus according to claim 9, wherein
said game apparatus (27) transmits said response means control data at an arbitrary timing as a dedicated setting command for said game machine manipulation device (CT10). - A game machine manipulation device (CT10) adapted to be connected to a game apparatus (27) and having interactive communication means (20, 32) for transmitting manipulation data representing manipulations performed on a plurality of manipulation members (7, 8, 9, 10) to said game apparatus (27) and for receiving predetermined control data from said game apparatus (27), said game machine manipulation device (CT10) comprising
storing means for storing predetermined function information representing one or more functions which said game machine manipulation device is operable to perform, wherein
said function information is transmitted to said game apparatus (27) in response to an information request command from said game apparatus (27). - The game machine manipulation device (CT10) according to claim 14, wherein
said function information is information on response means (21, 51) disposed in said game machine manipulation device (CT10). - The game machine manipulation device (CT10) according to claim 14, wherein
said function information represents an analog mode and a digital mode which are communication control modes for said game machine manipulation device (CT10). - The game machine manipulation device (CT10) according to claim 15, wherein
said information on response means (21, 51) is information on a combination of simultaneously operable response means (21, 51). - The game machine manipulation device (CT10) according to claim 14, wherein said function information includes consumed power information on response means (21, 51) disposed in said game machine manipulation device.
- A game system comprising a game apparatus according to claim 1 and a game machine manipulation device according to claim 14.
- The game system (GS) according to claim 19, wherein said game apparatus (27) selects predetermined function information out of said retrieved function information, and sets a selected function to said game machine manipulation device (CT10).
- The game system (GS) according to claim 19, wherein said function information includes consumed power information on response means (21, 51) disposed in said game machine manipulation device (CT10).
- The game system (GS) according to claim 21, wherein said game apparatus (27) transmits response means control data based on said retrieved consumed power information to said response means (21, 51).
- An interactive communication method for a game apparatus (27) for receiving manipulation data representing manipulations performed on a plurality of manipulation members (7, 8, 9, 10) from a game machine manipulation device (CT10) and for transmitting predetermined control data to said game machine manipulation device (CT10), wherein:function information representing one or more functions which said game machine manipulation device (CT10) is operable to perform, is retrieved from said game machine manipulation device (CT10).
- The interactive communication method for a game apparatus (27) according to claim 23, wherein said game apparatus (27) selects predetermined function information out of said retrieved function information and sets a selected function to said game machine manipulation device (CT10).
- The interactive communication method for a game apparatus (27) according to claim 23, wherein
said function information is information on response means (21, 51) disposed in said game machine manipulation device (CT10). - The interactive communication method for a game apparatus (27) according to claim 23, wherein
said function information represents an analog mode and a digital mode which are communication control modes for said game machine manipulation device (CT10). - The interactive communication method for a game apparatus (27) according to claim 23, wherein
said function information is operation information on a communication control mode switching manipulation member (38) of said game machine manipulation device (CT10), wherein said function information is selectively set to said game machine manipulation device (CT10) to set said communication control mode switching manipulation member (38) of said game machine manipulation device (CT10) to an operative state or an inoperative state. - The interactive communication method for a game apparatus (27) according to claim 23, wherein
said interactive communication method for a game apparatus (27) transmits said selected function information at an arbitrary timing as a dedicated setting command for said game machine manipulation device (CT10). - The interactive communication method for a game apparatus (27) according to claim 23, wherein said function information includes consumed power information on response means (21, 51) possessed by said game machine manipulation device (CT10).
- The interactive communication method for a game apparatus (27) according to claim 29, wherein response means control data based on said retrieved consumed power information is transmitted to said response means (21, 51).
- The interactive communication method for a game apparatus (27) according to claim 29, wherein
said response means control data is transmitted to said game machine manipulation device (CT10) together with a request command for acquiring manipulation member information for said game machine manipulation device (CT10). - The interactive communication method for a game apparatus (27) according to claim 30, wherein
said response means control data is transmitted at an arbitrary timing as a dedicated setting command for said game machine manipulated device (CT10). - The interactive communication method for a game apparatus (27) according to claim 30, wherein
said consumed power information is a consumed current value of said response means (21, 51).
Applications Claiming Priority (5)
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JP9242066A JPH1157213A (en) | 1997-08-24 | 1997-08-24 | Game device, game machine operation device, and bidirectional communication method between game system and game device |
JP9242065A JPH1157212A (en) | 1997-08-24 | 1997-08-24 | Game device, game machine operation device, and bidirectional communication method between game system and game device |
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PCT/JP1998/003748 WO1999010060A1 (en) | 1997-08-24 | 1998-08-24 | Game machine, operating unit for game machine, game system, and two-way communication method for game machine |
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- 1998-08-24 ES ES98938961T patent/ES2217572T3/en not_active Expired - Lifetime
- 1998-08-24 KR KR1019997003573A patent/KR100563391B1/en not_active IP Right Cessation
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